13 October 2009
New research could revolutionise learning for UK students. |
Bournemouth University researchers are about to embark on new research that could revolutionise the learning experience for university students in the UK and globally, thanks to European Union (EU) funding.
Lecturer Christos Gatzidis from BU’s Creative Technology Research Group and Professor Bogdan Gabrys from the Smart Technology Research Centre, working in partnership with six other education partners in Denmark, Italy, Germany and Norway, have been awarded 250,000 Euros to develop GAME-iT.
GAME-iT is an innovative and exciting learning method which works by using the concept of playing a computer game to enhance understanding and knowledge. This is the first time such an initiative has been developed with higher education students in mind. The researchers hope the software and supporting resource material can be applied to a wide range of academic subjects.
The GAME-iT research bid was successful in the EU Leonardo Transfer of Innovation Fund. BU will receive 24,000 Euros to develop a two-year pilot project, which will be disseminated to all partners.
Lead researcher, Christos Gatzidis, explains the research. “The project is built on a previous research model for teaching called VITAE. Our project extends this by deploying learning methods based on Kolb’s learning circle and ICT. The new Web 2.0 tools in particular will be employed in order to enable game-based learning.
"The main benefit in game-based learning pedagogy is that specific technological knowledge becomes obsolete before the students finish their studies. So rather than specific technological skills, students need to develop 21st century skills such as critical thinking, creativity, comfort with computer use, fluency in multiple media, economic literacy, and global awareness.
“Success in an MMORPG (a computer role playing game in which a large number of players interact with one another in a virtual world), for example, requires strategic thinking, planning, decision making, judgment, and the ability to react to changing conditions, all while multitasking effectively. Also, the learning communities that players form around MMORPGs parallel the activities of 21st century professionals in knowledge-based workplaces."
The research will enable higher education institutions to integrate creative technologies into their other ICT platforms such as student portals and virtual learning environments. After the project there will be an electronic learning platform in the partner countries through which parts of the courses will be delivered. Support mechanisms for academics, including a hotline, FAQs and learning resource database will also be developed.
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